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Spatial Directional Radiance Caching

Spatial Directional Radiance Caching. Václav Gassenbauer Czech Technical University in Prague Jaroslav Křivánek Cornell University Kadi Bouatouch IRISA / INRIA Rennes. Goal. Acceleration of Global Illumination Computation on Glossy Surfaces. Adapt glossiness of surfaces. Previous Work.

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Spatial Directional Radiance Caching

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  1. Spatial Directional Radiance Caching Václav Gassenbauer Czech Technical University in Prague Jaroslav Křivánek Cornell University Kadi Bouatouch IRISA / INRIA Rennes

  2. Goal • Acceleration of Global Illumination Computation on Glossy Surfaces • Adapt glossiness of surfaces

  3. Previous Work • Irradiance caching (IC) • [Ward et al. 88], [Ward and Heckbert 92] • Indirect illumination changes slowly → interpolate • Variants of IC • [Tabellion and Lamorlette 04], [Brouillat et al. 08], [Arikan et al. 05], … • Radiance caching (SHRC) • [Křivánek et al. 05] • Other techniques • [Hinkenjann and Roth 07, …]

  4. Motivation • Radiance caching limitation • Uniform sampling of full hemisphere • Low glossy surfaces • Conversion of the scene BRDFs into the frequency domain in preprocess

  5. SDRC – Overview • Caching scheme • Cache structure • New record computation • Spatial / Directional Interpolation • Outgoing radiance computation

  6. p2 Spatial Directional Caching Scheme Spatial Cache Spatial Cache Lookup Spatial Cache Lookup Spatial Cache Miss! Store in cache Spatial Cache Hit! Directional Cache Update Directional Cache Project Sample onto Unit Square Directional Cache HIT! Directional Cache MISS! BRDF Importance Sampling p1

  7. Structure of the Two Caches Spatial Cache Octree (spatial cache) kD-tree (directional cache)

  8. New Record Computation • Generate N samples using BRDF importance sampling • Compute incoming radiance using ray casting and photon map • Transform samplesonto 2D domain • Build a k-D tree upon the samples p L-tree

  9. p p1 p2 p Spatial Interpolation • Collect L-trees that can be used for interpolation at p (borrowed from RC) Spatial Cache Lookup p2 p1 Spatial Cache Spatial Cache Hit! L-tree(p2) L-tree(p1) • For all L-trees found compute the spatial weight

  10. p p2 Directional Interpolation • Generate M(M<<N) samples using BRDF importance sampling • Transform samplesonto unit domain • For all the samples try find nearby radiance samples in L-tree(p2) in S(p) Radiance sample found L-tree(p2) L-tree(p2) Radiance not sample found → ray tracing • Update L-tree(p2) if necessary

  11. Which Radiance Samples Are Nearby? • Compute search radius for each radiance sample • Collect nearby radiance samples • Compute directional weights i-th L-tree

  12. Incoming Radiance Interpolation • Interpolate all collected radiance sample • Sums run over all radiance samples from all contributing L-trees. Product of spatial and directional weights k-th radiance sample stored in the i-th L-tree Interpolated incoming radiance

  13. Outgoing Radiance Computation • Evaluate Monte Carlo Estimator # render samples interpolated incoming radiance Estimated outgoing radiance Sampling probability of

  14. Results • SHRC vs. SDRC • SHRC = Spherical harmonics caching • SDRC = new Spatial-Directional caching • MC vs. SHRC vs. SDRC vs. REF • MC = Monte Carlo importance sampling • REF = reference solution • SDRC scalability • Animation

  15. SHRC vs. SDRC • SDRC adapts to the BRDF lobe exponent automatically

  16. MC vs. SHRC vs. SDRC vs. REF MC SHRC SDRC (new) REF • SDRC produce less noise than MC • SDRC produce no ringing artifacts as SHRC.

  17. indirect lighting compu-tation time of the detail SDRC scalability N=64 / t≈6.2s N=128 / t≈13.0s N=256 / t≈23.6s SDRC MC • Rendering time is O(N).

  18. Animation Without reusing cache record With reusing cache record - Flickering reduced Side-by-side comparison

  19. Discussion • Interpolation • MC performs better than SDRC for highly glossy materials • Supported materials • Spatially varying ones without sudden changes • Availability of sampling procedure • Memory consumption • ≈ higher memory requirements than SHRC (N = 512 and SH order of 10)

  20. Conclusion • Indirect lighting computation on glossy surfaces • PROS: • Exploits spatial / directional coherence • No blurry / banding artifacts • Adapts automatically to the glossiness • Less noisy than MC • CONS • Higher memory requirements • Potentially difficult parallelization

  21. Future Work • Precise formalization of illumination coherence • Decrease flickering in animation

  22. Acknowledgements • Chess pieces courtesy of T. Hachisuka • Ray tracing system - PBRT Thank you for your attention

  23. CacheRecordDensityControl

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